19,298 Commits over 1,614 Days - 0.50cph!
merge, my stuff is
deer ow
wolf attack OnAnimationEvent AttackHit (or something)
Added missing TerrainBlendObject component to campfire
Fixed UVs and removed terrain alpha blocker geo from campfire
deer graze animation tweak
Double Buffering of Goals
Cleaner DM for finding best variant (less ref passing)
Momentum Fix
Added TakeFromResource action and support for taking a single item in Resource
Added public method for forcibly add a SmartObject to a Unit's known/percieved smartobject arrays
Fixed EntityCondition.ItemFilter not checking for IsWeapon
Killed debug log in DecisionPlan.TickMomentum
Optimized the double buffering a bit.
Hopefully fixing item eligability failures in EntityCondition
Bear hat no longers gives a huge debuff to AttackSpeed
First pass on breeding. Not 100% working yet, but really close.
WIP Action/Movement callback refactor
Refactored a lot of the behaviour/action/chain break and completion behaviour to be a little more reliable
All movement related actions replaced with new SetDestination action
Asset save + debub removal
Refactoring more Behaviour chaining and execution stuff
Added FootTypes filtering to various data types
Added MakePregnant action
Cleaned up Unit+Family
HarvestResource now has various modes to chose from and can be used in Abilities
Deleted all old StatSettings assets
Forget next plan if we set a new current plan. Let the past be the past...
Made Unit+Family.CreatePregnancy less sexist
Delete some old / unused and placeholder assets
Buffer decision log elements to avoid repaint errors
Added EnumArrays static utility class for better enum value caching
Fixed food types on items, condition fixes
BreedingGroup will now stear its members to a breeding ground position, and once both have arrived there, they make babies! (untested due to some weird IsAdult == false condition failure... so committing to branch)
Merge from goal based breeding group
Fixed NRE in Item init (which was causing male humans to init improperly)
IsSameGender condition fix
Replaced IsRelated, SameSpecies, SameGender, SameAge conditions with single UnitComparison condition with a swtich in settings
Decision log score decimal clamping to 4 points
All Unit prefabs updated with increased stopping distance for testing
Fixed BreedInviation DSE
Need to flag when Breeding Grounds are "set" and when they're "reached".
Give breeding group goals a bonus of 100 for testing purposes.
Stop listening for position reached once we've gotten there.
Senses update existing data on perception tick
Another tweak to DM logging string output
Fixed issue with BehaviourChain completion not resulting in a GVP reset
Added Stat editing back into the debug view (only attributes right now)
Gating OnUnitReachedDestination invocation in Unit+Movement
-first attempted implementation of flocks
-currently prefab based, can easily be made data driven
-basic culling using Culling Groups, seems to be working fine
-flocks spawn automatically in biome.temperate, they have their own spawnpopulation.
-commented and renamed vars around flocking plugin to make it clearer, changed the way it worked a bit to go with culling.
-yamfm
Added Validate method to IDataAsset/DataAsset, made DrawErrors a base method in BeforeInspector
Added some debug line drawing for selected Unit fleeing behaviour
mammoth fast walk, attack, eat, ouch
Base Group stores fixed array of Units
Added DM data source switch to BehaviourChainFilter
Species dietry data reset
made it so it eats grass and loops
and wolf idle aggressive loops
-minor touchups on flock settings
Fixed ExportTerrain window not showing up
Added UnitInBehaviourGroup condition
More attempted fixes for breeding
-added an error message in case of empty grass-population in grass parameters.
Men can no longer make themselves pregnant